userIan Hendersoncancel
reporust_rebootcancel

6,938 Commits over 1,127 Days - 0.26cph!

9 Days Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
9 Days Ago
- Minor code cleanup
9 Days Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
10 Days Ago
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
10 Days Ago
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
10 Days Ago
Fix streams in waterguns not being colored for radwater
10 Days Ago
- Ensure boats spawn on the edge then travel inwards - Code cleanup
10 Days Ago
Use own custom convar for egress
10 Days Ago
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
10 Days Ago
Cant take the pt boat out of the deepsea (just like the other boats)
10 Days Ago
New roaming boats: 1-2 boat groups will now patrol off the coast of the main island periodically before leaving the map. Roaming crews only fight geared or armed players they can see, or anyone who attacks them (same as patrol heli). Boats can be stolen and taken by players.
10 Days Ago
boat_scientists_improvements -> main
10 Days Ago
Only attempt turns when we can actually see the player
10 Days Ago
boat_scientist_improvements -> main
10 Days Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
10 Days Ago
replicated_convar_error_change -> main
10 Days Ago
item_pool_expansion -> main
10 Days Ago
sprinkler_fixes -> main
10 Days Ago
radwater_color_throw_fix -> main
10 Days Ago
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
10 Days Ago
If the target is no longer valid then move on to someone we can see, or bail out
10 Days Ago
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
10 Days Ago
Swap 'Replicated convar not found on client' to a warning for this patch I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates (fine to swap back to an error next patch)
10 Days Ago
Item pool 512 -> 2,048 We really should have a bigger default item pool. We are consistently overflowing it. - Do Remove works in batches - Loot container resets in batches
10 Days Ago
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain - Fixed sprinklers sometimes having a null fuel type for .1 seconds - Fixes radwater tint flicker on circuit and output changes
10 Days Ago
Radwater splashes use green effect variants; sprinklers no longer start with plain water - Viewmodel support - Water gun/pistol support - ParticleSystemTint is no longer an IEffect
10 Days Ago
Merge fixes
10 Days Ago
network_lods -> main (off by default)
10 Days Ago
main -> network_lods (breaking)
12 Days Ago
▇ █▉▆▋▉▉▅▆▉ ▍▌▉▌▌▋▉ ▆▌ ▋▍▄▇▉▍▋ ██▍▅█▍▊ ▌█▆▅ ▆█▆▊▋█ ▄▊▍▅█▅▆ ▉█▆▊▅▆▄ ▄▇ ▄▄▄▆▄▅▄▅▊█▊▊▇ ▋▊▅▅▊▇ ▌▍▉▄ ▆▊ ▊▍▊▄▋▅ ▅▄ ▌█▅▉ ▉▇▍▉▌█▍ ▉▊▆▊ ▉▉▍▉ ▋▅ ██▄▋▉█ ▅▇▄▍▆█ ▉█▇ ▉▉▊▆▇▇ ▅▅ ▄▋▄▇▆▅▉▋▉▇ ▍█▍ ▅▌▍▍▋▅▋
12 Days Ago
- Net LODs use 16m position cells for all ranges instead of cached group lists - Set network lods to be off by default - Profiling - Code cleanup
13 Days Ago
Cleaner way for the client to grab lod ring on its side
13 Days Ago
Minor code cleanup
14 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
14 Days Ago
main -> network_lods
14 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
14 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
14 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
14 Days Ago
More merge fixes - Codegen
14 Days Ago
Merge fixes
14 Days Ago
Fix entering play mode trying to change generate biome/place monument settings
14 Days Ago
simple_creator_v2 -> main
14 Days Ago
main -> character_customisation (breaking)
14 Days Ago
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
14 Days Ago
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
15 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
15 Days Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
15 Days Ago
Ensure global map markers skip the LOD system
15 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
16 Days Ago
Swap tick based LOD to a time based one so we can support running on low fps servers